Ejemplo n.º 1
0
        private void BuildGrid()
        {
            var pointList = PoissonDisk.GeneratePoisson(ExampleUtils.ScreenRect, cellDimensions.magnitude, 10);

            grid = LineGrid <SpriteCell> .BeginShape().Segment(pointList.Count).EndShape();

            var map2D = VoronoiMap <LinePoint> .MakeMap(pointList);

            voronoiMap = map2D.To3DXY();

            foreach (var point in grid)
            {
                var     cell       = Instantiate(cellPrefab);
                Vector3 worldPoint = voronoiMap[point];

                cell.transform.parent        = root.transform;
                cell.transform.localScale    = Vector3.one;
                cell.transform.localPosition = worldPoint;

                cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white * 0.1f;
                cell.name  = point.ToString();

                grid[point] = cell;
            }

            ExampleUtils.PaintScreenTexture(plane, voronoiMap.To2D(), ColorFunction);
        }
Ejemplo n.º 2
0
	private void BuildGrid()
	{
		var pointList = PoissonDisk.GeneratePoisson(ExampleUtils.ScreenRect, cellDimensions.magnitude, 10);
		grid = LineGrid<SpriteCell>.BeginShape().Segment(pointList.Count).EndShape();
		var map2D = VoronoiMap<LinePoint>.MakeMap(pointList);

		voronoiMap = map2D.To3DXY();

		foreach (var point in grid)
		{
			var cell = Instantiate(cellPrefab);
			Vector3 worldPoint = voronoiMap[point];

			cell.transform.parent = root.transform;
			cell.transform.localScale = Vector3.one;
			cell.transform.localPosition = worldPoint;

			cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white * 0.1f;
			cell.name = point.ToString();

			grid[point] = cell;
		}

		ExampleUtils.PaintScreenTexture(plane, voronoiMap.To2D(), ColorFunction);
	}
Ejemplo n.º 3
0
        private void BuildGrid()
        {
            //This is the base grid, we will use it to define
            //the shape of the splice grid.
            //The contents is not important.
            var baseGrid = PointyHexGrid <bool>
                           .BeginShape()
                           .Hexagon(5)
                           .EndShape();

            //This is the base map, used for the course
            //mapping
            var baseMap = new PointyHexMap(cellDimensions)
                          .WithWindow(ExampleUtils.ScreenRect)
                          .AlignMiddleCenter(baseGrid);

            //Now we make the actual spliced grid.
            //We feed it the base grid, and the number
            //of splices we want.
            grid = new SplicedGrid <SpriteCell, PointyHexPoint>(baseGrid, spliceOffsets.Length);

            //Now we make a spliced map. This is just a one-way map --
            //it only maps grid points to the world (using the base map plus
            //splice point offsets
            var splicedMap = new SplicedMap <PointyHexPoint>(baseMap, spliceOffsets);

            //Finally, we make the above into a two way map. This map uses a Vonoroi diagram
            //to do the inverse mapping
            map = new VoronoiMap <SplicedPoint <PointyHexPoint> >(grid, splicedMap).To3DXY();

            //Then we instantiate cells as usual, and put them in our grid.
            foreach (var point in grid)
            {
                var     cell       = Instantiate(cellPrefab);
                Vector3 worldPoint = map[point];

                cell.transform.parent        = root.transform;
                cell.transform.localScale    = Vector3.one;
                cell.transform.localPosition = worldPoint;

                //slightly lighter than the DefaultColors we will use to paint the background
                cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white * 0.1f;
                cell.name  = point.ToString();

                grid[point] = cell;
            }

            // To make it easier to see how points are mapped, we
            ExampleUtils.PaintScreenTexture(plane, map.To2D(), ColorFunction);
        }
		private void BuildGrid()
		{
			//This is the base grid, we will use it to define
			//the shape of the splice grid.
			//The contents is not important.
			var baseGrid = PointyHexGrid<bool>
				.BeginShape()
				.Hexagon(5)
				.EndShape();

			//This is the base map, used for the course 
			//mapping
			var baseMap = new PointyHexMap(cellDimensions)
				.WithWindow(ExampleUtils.ScreenRect)
				.AlignMiddleCenter(baseGrid);

			//Now we make the actual spliced grid.
			//We feed it the base grid, and the number
			//of splices we want.
			grid = new SplicedGrid<SpriteCell, PointyHexPoint>(baseGrid, spliceOffsets.Length);

			//Now we make a spliced map. This is just a one-way map --
			//it only maps grid points to the world (using the base map plus 
			//splice point offsets
			var splicedMap = new SplicedMap<PointyHexPoint>(baseMap, spliceOffsets);

			//Finally, we make the above into a two way map. This map uses a Vonoroi diagram
			//to do the inverse mapping
			map = new VoronoiMap<SplicedPoint<PointyHexPoint>>(grid, splicedMap).To3DXY();

			//Then we instantiate cells as usual, and put them in our grid.
			foreach (var point in grid)
			{
				var cell = Instantiate(cellPrefab);
				Vector3 worldPoint = map[point];

				cell.transform.parent = root.transform;
				cell.transform.localScale = Vector3.one;
				cell.transform.localPosition = worldPoint;

				//slightly lighter than the DefaultColors we will use to paint the background
				cell.Color = ExampleUtils.Colors[ColorFunction(point)] + Color.white*0.1f;
				cell.name = point.ToString();

				grid[point] = cell;
			}

			// To make it easier to see how points are mapped, we 
			ExampleUtils.PaintScreenTexture(plane, map.To2D(), ColorFunction);
		}